• Title/Summary/Keyword: music video

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Client-driven Animated Keyframe Generation System Using Music Analysis (음악 분석을 이용한 클라이언트 중심의 키프레임 생성 시스템)

  • Mujtaba, Ghulam;Kim, Seondae;Park, Eunsoo;Kim, Seunghwan;Ryu, Jaesung;Ryu, Eun-Seok
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2019.06a
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    • pp.173-175
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    • 2019
  • Animated images formats such as WebP are highly portable graphics formats that are being used everywhere on the Internet. Despite their small sizes and duration, WebP image previews the video without watching the entire content with minimum bandwidth. This paper proposed a novel method to generate personalized WebP images in the client side using its computation resources. The proposed system automatically extracts the WebP image from climax point using music analysis. Based on user interest, the system predicts the genre using Convolutional Neural Network (CNN). The proposed method can easily integrate with streaming platforms such as YouTube, Netflix, Hulu, and others.

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Case study of Creating CG Handheld Steadicam using maya nParticle

  • Choi, Chul Young
    • International journal of advanced smart convergence
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    • v.10 no.3
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    • pp.157-162
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    • 2021
  • With the recent increase in YouTube content, many YouTubers are shooting with a handheld camera. Audiences are increasingly accustomed to the movement of handheld cameras. As the camera moves faster than the camera movement of the old movies, and the camera moves splendidly to the music of the music video, the camera movement in CG animation is also needed to change. The handheld Steadicam creates a natural camera movement by compensating so that the screen does not vibrate significantly even when the vibration is large and by minimizing rotation. In order to implement such camera movement, we tried to make a handheld Steadicam using nParticle simulation of Maya software and apply it to the scene to verify whether it is possible to implement the necessary natural and various movement.

A Study on the dance movements of Go-sung Five-Clown Leper Drum Dance - Focusing on the variation over time - (고성오광대 문둥북춤 춤사위 연구 - 시대적 변화를 중심으로 -)

  • Heo, Chang-Yeol
    • (The) Research of the performance art and culture
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    • no.37
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    • pp.5-31
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    • 2018
  • The mask dance drama Goseong Ogwangdae's first act, Mundung Bukchum. The story is about a man who was born to the upper class but contracted leprosy, an incurable disease, due to his ancestors' accumulated sin. Although he is suffering, he is able to triumph over the disease through sinmyeong (catharsis) that is expressed through the wordless act of Mundung Bukchum. This thesis focuses on Goseong Ogwangdae's Mundung Bukchum, particularly the meaning, costume, accompanying music, and process of pedagogical transmission. The chronological characteristics of Goseong Ogwangdae's Mundung Bukchum are as follows. First, as time goes on, the number of dance motions in Mundung Bukchum has increased and the motions used have become reified. Second, I address the small barrel drum used in Mundung Bukchum and check how, through the drum, the changed expression of Mundung is shown.In a 1965 video introduced Mundung is grasping the drum and stick and the dance appears to be made up only of humorous motions. Also in a 1969 video, "Mundung Gwangdae," from the start Mundung is grasping the drum and stick. In 1988 in a video we can see the same scene as today, with the drum and stick sitting in the center of the stage at the start of the dance. We can also confirm that the same fourteen dance motions used today are present. Third, we can also confirm the changes in Goseong Ogwangdae's signature motion, baegimsae as time goes on. Observing the video from 1965, baegimsae does not appear in Mundung Bukchum. In 2000 we can clearly see the baegimsae performed once to the left and to the right while Mundung is squatting. Comparing 1969 to 1988, there is no symmetry in the motions, baegimsae is not done to both left and right, but only in one direction. Watching the record from 2000, the baegimsae motion is performed just as it is now, with the body thrown forward with a sharp push off the ground. Fourth I confirmed how the music used to accompany Goseong Ogwangdae's Mundung Bukchum has changed over time. In 1965 according to records of Mundung Bukchum's appearance, the dance was accompanied by the taryeong rhythmic pattern played on the usual four percussion instruments (barrel drum, hourglass drum, large gong, small gong). In the 1969 records of Mundung Bukchum the accompanying music is gutgeori rhythmic pattern performed on the usual four percussion instruments-an obvious difference. In 1988 the music with Mundung Bukchum is gutgeori rhythmic pattern transitioning into jajinmori rhythmic pattern. In 2000 the music with Mundung Bukchum includes the percussion instruments as well as taepyeongso (double reed oboe) playing gutgeori and jajinmori rhythmic patterns.

A Study on the Development of Book Talk Shows Program Applied Talk, Music, and Video Shows (토크.뮤직.영상 쇼의 개념을 적용한 북 토크 쇼 개발 연구)

  • Lee, Jong-Moon
    • Journal of Korean Library and Information Science Society
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    • v.39 no.1
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    • pp.279-297
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    • 2008
  • The purpose of this research is to perform reading based on their levels of reading readiness for different groups of readers, to develop the Book Talk Show program which was dependent on the philosophies and emotions on reconstructed topics of the concerned books by Talk, Music, and Video Shows, enabled communal sharing of the effects of reading, to provide an evaluation tool of such applications in real readings, and to evaluate the validity and usefulness of the devised program scheme. At first, the concept of "Book Talk Shows" was established on the base of the definition of Talk, Music, and Video Shows, then the program was applied to the readers across 4 different Book Talk Shows, and examined its problems and any possible revisions. At the same time, the survey was conducted on 39 experts and professional in the field of Book Talk Show management[31 people(79.5%) provided answers to the survey) on the validity and usefulness of the devised program scheme. The Results of survey showed that 27 people(87.1% of the people who provided answers to the survey) said that these suggestions were "very valuable and useful" and 24 people from this group(88.9%) said that they would like to "apply" such program designs to their own programs. However, the vast majority of the recipients said that they would face problems of 'budget' and 'readiness' when applying such program design, and emphasized the importance of budget assurance in developing and applying future models in Book Talks Show programs.

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The present and prospect of Online Video, Music service and Media Usage (온라인 동영상, 음악서비스 및 미디어 이용 현황과 전망 - 20대 대학생을 중심으로)

  • Kim, Sun-Jin
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.137-144
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    • 2015
  • This study tried to anticipate the near future changes of domestic online video, music service and media usage through the status quo. The research group was focused on the twenties, University students because they are the active media contents users. It surveyed the students in Busan, and used the method of descriptive statistics analysis for the understanding of the present state and near future prospect. This study shows that almost half of them use both services, and three people out of ten are the heavy users who use the services for over 3 hours a week. The streaming method is higher proportion than download method in using type. They are getting accustomed to pay contents cost, but it couldn't be said the paying content cost has been established. Preferred contents genre appears to be the RMC(Ready Made Contents) such as existing broadcaster contents and movies. Notable result on media usage was the proportion of the so-called 'Zero-TV'. It was 32%, significantly higher than the proportion of the total population(4.4%). Integrating the analysis results, we can expect that the usage pattern will be changed gradually, thus the advent of various revenue models will emerge.

Development of Interactive Video Using Real-time Optical Flow and Masking (옵티컬 플로우와 마스킹에 의한 실시간 인터렉티브 비디오 개발)

  • Kim, Tae-Hee
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.98-105
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    • 2011
  • Recent advances in computer technologies support real-time image processing and special effects on personal computers. This paper presents and analyzes a real-time interactive video system. The motivation of this work is to realize an artistic concept that aims at transforming the timeline visual variations in a video of sea water waves into sound in order to provide an audience with an experience of overlapping themselves onto the nature. In practice, the video of sea water waves taken on a beach is processed using an optical flow algorithm in order to extract the information of visual variations between the video frames. This is then masked by the silhouette of an audience and the result is projected on a gallery space. The intensity information is extracted from the resulting video and translated into piano sounds accordingly. This work generates an interactive space realizing the intended concept.

Retrieval System Adopting Statistical Feature of MPEG Video (MPEG 비디오의 통계적 특성을 이용한 검색 시스템)

  • Yu, Young-Dal;Kang, Dae-Seong;Kim, Dai-Jin
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.38 no.5
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    • pp.58-64
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    • 2001
  • Recently many informations are transmitted ,md stored as video data, and they are on the rapid increase because of popularization of high performance computer and internet. In this paper, to retrieve video data, shots are found through analysis of video stream and the method of detection of key frame is studied. Finally users can retrieve the video efficiently. This Paper suggests a new feature that is robust to object movement in a shot and is not sensitive to change of color in boundary detection of shots, and proposes the characterizing value that reflects the characteristic of kind of video (movie, drama, news, music video etc,). The key frames are pulled out from many frames by using the local minima and maxima of differential of the value. After original frame(not de image) are reconstructed for key frame, indexing process is performed through computing parameters. Key frames that arc similar to user's query image arc retrieved through computing parameters. It is proved that the proposed methods are better than conventional method from experiments. The retrieval accuracy rate is so high in experiments.

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Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

A Study on the Allegory in LadyGaGa's Fashion Style(Part 2) - Focused on Music Video - (LadyGaGa의 패션스타일에 나타난 알레고리 연구(제2보) - 뮤직비디오를 중심으로 -)

  • Kim, Hyang-Ja;Kwon, Mi-Jeong
    • Fashion & Textile Research Journal
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    • v.14 no.5
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    • pp.701-712
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    • 2012
  • This study examines the various expressions and immanent value of fashion and beauty style based on Craig Owens's Allegory theory. I analyzed four application elements of Borrow, Site Specificity, Accumulation of Strategy, and Hybridization in? Ladygaga's Music Videos. The results are as follows. 'Borrow' presents a kitsch style and playful Pop-art style, transformation of gender from Mini Mouse body suit, telephone headpiece, and can hair. 'Site specificity' presents the temporarity of fashion material through rebirth, aging, natural extinction from the chain over the black jump suit, crime scene tape, and skull-face makeup with masculine style. 'Accumulation of strategy' presents a futuristic chic fashion style from a layered style, retrospective fashion, repetition and duplication in Music Videos. It shows the physical beauty of an Asian warrior style in Poker Face. 'Hybridization' present Cyborg feminism and 'Will of Power' from iPOD LCD glasses and Pyro-Bra. The Pyro-Bra represents how the female body can be used as a weapon in the outfits of Lady Gaga. In addition, Immanent value is as follows. Textual interaction with high art is accomplished through a combination of contemporary social and cultural significance to understand the cultural code and to extend the value. Combined with high culture, popular music genre is accomplished through musical appreciation by a woman in fashion styling and sensual pleasures of the body as a tool to express a sublime advantage. Fashion style is accomplished by overcoming a self-transcendent body image representation. The way in which mutual coupling dismantling, destruction, and uncertainty is to re-launch the static, with a pluralistic context of Textuality.

A Review on the Scope of the Right of Integrity : Focusing on the Case about the Popular Music (저작권법상 동일성유지권의 범위에 관한 검토 : 대중음악에 관한 사례를 중심으로)

  • Park, Da Hyo;Kang, Seung Hee;Jang, Soon ho
    • Journal of Information Technology Services
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    • v.19 no.4
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    • pp.109-124
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    • 2020
  • In 2012, Psy's music video 'Gangnam Style' spread through parodies, and gained explosive popularity. In 2016, there was a case so-called as 'baseball ground cheering song' in which a author(songwriters) claimed an infringement of the 'right of integrity' related to cheering songs used by professional baseball teams. In response, the court denied violating the right of integrity in 2019. These cases have different effects depending on whether or not the 'right of integrity' is claimed. This study attempted an economic analysis in addition to a legal analysis of the right of integrity. Korean copyright law regards even simple changes that go against the author's will as a infringement of the 'right of integrity' even if they do not harm honor or reputation. Such legislation is one of the most strongly protected forms in the world, so it cause many problems. Meanwhile, we analyzed the cost-benefit analysis of Psy's 'Gangnam Style' case and the 'baseball ground cheering song' case. As a result of the analysis, the right to integrity is inefficient in quantitative and qualitative aspects. Therefore, the right of integrity should be reconsidered with the focus on 'popular music'. In particular, considering the development of information communication technology and changes, a revision direction is needed to meet the purpose of the copyright act. Furthermore, in order to solve the legal issues under the Copyright Act, the requirement for infringement of the right of integrity should be relaxed. Then, we proposed the establishment of a proviso clause on the right of integrity.